Maintenance Techs: What more could be done?

Generic, on-topic discussion about Colonial Marines.
Post Reply
User avatar
Edgelord
Donor
Donor
Posts: 830
Joined: 21 Jul 2015, 12:52
Byond: Edgelord

Maintenance Techs: What more could be done?

Post by Edgelord » 17 Nov 2015, 23:44

As anyone who knows me can attest, I love being an engineer. From the moment I first started researching SS13 it was the first job I wanted and, naturally, when Joshuu told me about CM I immediately saw myself as being a combat engineer. But now that the Lv 624 map has been out for a few months I find the role of maintenance techs to be... lacking to say the least.

Before anyone chimes in with concerns about blowing up the supermatter I totally get that. It blows up far more than it should, and that's an issue. I'm not going to say that the engine should be any more complex than it is. I would enjoy that, but I understand that it would not benefit the server as the supermatter blowing or being ejected can cost the marines a victory. Some ideas for improvements are as follows:

I've heard ideas thrown around of MTs loading ordnance before orbital strikes can occur. This could also create a new resource for ROs to order: ammunition for the Sulaco's main guns.

Another idea that I had was perhaps having certain machinery break down after use. Maybe after a random interval of time the shuttle/pod would need to have parts replaced or need to be refueled. The equipment needed would be in engineering, but a squad engineer could get it done should there be no maintenance techs.

Do you think MTs should be given more to do? If so what do you have in mind?
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
Image

Wickedtemp
Registered user
Posts: 603
Joined: 10 Aug 2015, 22:14

Re: Maintenance Techs: What more could be done?

Post by Wickedtemp » 17 Nov 2015, 23:47

Kinda neutral, kinda +1...

On one hand, it'd give them more of a job... On the other, it's another important support role that, when not filled, helps fuck the marines over to an extent. I mean, what happens when the shuttle gets fucked and nobody's around to fix it? That's pretty much game-over for the marines.

User avatar
Edgelord
Donor
Donor
Posts: 830
Joined: 21 Jul 2015, 12:52
Byond: Edgelord

Re: Maintenance Techs: What more could be done?

Post by Edgelord » 17 Nov 2015, 23:49

Wickedtemp wrote:Kinda neutral, kinda +1...

On one hand, it'd give them more of a job... On the other, it's another important support role that, when not filled, helps fuck the marines over to an extent. I mean, what happens when the shuttle gets fucked and nobody's around to fix it? That's pretty much game-over for the marines.
If the job was more interesting you wouldn't have to worry about no one being a maintenance tech. If a majority of the people who fulfill the role end up going SSD or kill themselves then the job needs tweaking.
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
Image

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Maintenance Techs: What more could be done?

Post by apophis775 » 17 Nov 2015, 23:50

I rarely see MTs set up atmospherics...

User avatar
Edgelord
Donor
Donor
Posts: 830
Joined: 21 Jul 2015, 12:52
Byond: Edgelord

Re: Maintenance Techs: What more could be done?

Post by Edgelord » 17 Nov 2015, 23:57

apophis775 wrote:I rarely see MTs set up atmospherics...
I'll admit I'm not as proficient in atmospherics, but as I recall there isn't much to be done with it. There isn't much room for advanced pipe layouts, no extra freezers to limit gas clogs, no Rapid piping device for more user-friendly set up. It's really not ideal.

In addition to that atmospheric issues seem to infrequent.
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
Image

User avatar
Azmodan412
Registered user
Posts: 1318
Joined: 01 Oct 2015, 23:17
Location: The Void

Re: Maintenance Techs: What more could be done?

Post by Azmodan412 » 18 Nov 2015, 00:54

Indeed. The Maintenance Techs seem to be nothing better than janitors and the occasional breach-fixer. My vote: +1
Image

Tyler 'Thrift' Borealis: Slaughterer of stupid xenos, insane motherfucker, and who played tower defense with Predators with an axe.
Predator Duels Won: 1
Predator Duels Lost: 2

BRING IT ON CASANY! I DO NOT CAST DOWN A CHALLENGE!
43 Xenos and counting.

Hunter Games: I am Moon Moon! Destroyer of worlds! Ahuhuhuhuhuhuhuhu!
Moon Moon Victories: x1

User avatar
WyattH
Registered user
Posts: 305
Joined: 10 Sep 2015, 22:36

Re: Maintenance Techs: What more could be done?

Post by WyattH » 18 Nov 2015, 03:54

There is literally hours of work to do as an MT if you want to do it, optimizing and upgrading the engine, increasing the efficiency of atmospherics, setting up extra power sources and redundant wirings, etc etc

You people just think far too small

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Maintenance Techs: What more could be done?

Post by apophis775 » 18 Nov 2015, 05:56

Edgelord wrote: I'll admit I'm not as proficient in atmospherics, but as I recall there isn't much to be done with it. There isn't much room for advanced pipe layouts, no extra freezers to limit gas clogs, no Rapid piping device for more user-friendly set up. It's really not ideal.

In addition to that atmospheric issues seem to infrequent.

You know how the sulaco never has any air the moment there's a single breach? If Atmos is setup properly (I've tracked the last 20 or so rounds I've been on that I wasn't the one setting it up, it's been done twice), then it's fairly easy to "not" die of air-loss unless the Xenos are melding several exterior walls.

The standard anti-bridge tactic, is to melt 1 or 2 walls, then let the air seep out. If atmos is properly setup, the impact is MUCH less, as while you'll always have that first "dump" of airloss, pressure won't be as much of an impact.


Anyway, I am WORKING on some new mechanics for the Maint Techs. Specifically, i'm coming up with a concept that will involve maintence techs actually doing maintence. Basically, certain items will have "durability" and need to be replaced or repaired. It won't be anything HUGE or game-effecting. Things like fuses in Air alarms, Relays in APCs (too many relays go out, the lights will go out in a section), clean filters for scribbers, and new gaskets for vents. It will be "mostly" optional. Basically, if it comes down to it, pretty much ANYONE will be able to replace the stuff with basic engineering tools, but the Maintence Tech will be able to know which ones need to be replaced.

It's going to be the first part of a big thing I'm working on, to make engineering more "sustainable" for players beyond "fix the breach, turn on the engine".

User avatar
Voldirs
Registered user
Posts: 92
Joined: 07 Oct 2015, 05:21

Re: Maintenance Techs: What more could be done?

Post by Voldirs » 18 Nov 2015, 13:35

apophis775 wrote: Anyway, I am WORKING on some new mechanics for the Maint Techs. Specifically, i'm coming up with a concept that will involve maintence techs actually doing maintence. Basically, certain items will have "durability" and need to be replaced or repaired. It won't be anything HUGE or game-effecting. Things like fuses in Air alarms, Relays in APCs (too many relays go out, the lights will go out in a section), clean filters for scribbers, and new gaskets for vents. It will be "mostly" optional. Basically, if it comes down to it, pretty much ANYONE will be able to replace the stuff with basic engineering tools, but the Maintence Tech will be able to know which ones need to be replaced.
I hope that there is some solution that isnt "hey, lets make MT gameplay more dissocial". I dont think that actual mantaining ship's functions will make the game more interesting.

What makes engineer job interesting in SS13? Accidents that happen all the time, mad projects and more social gameplay in general. Its like set engine, set atmos, go for the great journey.
But in CM, MT's job is like set engine, maybe atmos, give phoron to RO, boring, boring, boring, WE ARE GETTING BOARDED, dead.

I dont really know, how to fix this situation, maybe fuse researcher and MT somehow? Or CT and MT?

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Maintenance Techs: What more could be done?

Post by apophis775 » 18 Nov 2015, 17:17

Well, that system is coming shortly, if you want it or not.

It's been on the list of stuff to work on for a VERY LONG TIME.

But, I'm not sure what the problem would be of giving Maintence techs "maintence" to do. And it's not like they wouldn't have to talk to people in departments and stuff in order to say, go replace the replays in the Medbay APC.

User avatar
Edgelord
Donor
Donor
Posts: 830
Joined: 21 Jul 2015, 12:52
Byond: Edgelord

Re: Maintenance Techs: What more could be done?

Post by Edgelord » 18 Nov 2015, 19:36

apophis775 wrote:Well, that system is coming shortly, if you want it or not.

It's been on the list of stuff to work on for a VERY LONG TIME.

But, I'm not sure what the problem would be of giving Maintence techs "maintence" to do. And it's not like they wouldn't have to talk to people in departments and stuff in order to say, go replace the replays in the Medbay APC.
Is there any talk of an atmos overhaul? If there was a set up closer to the traditional SS13 one that would be great because we could optimize atmos to the best of our ability.
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
Image

User avatar
TopHatPenguin
Community Contributor
Community Contributor
Posts: 2383
Joined: 14 Dec 2014, 18:06
Location: Forever Editing The Wiki.
Byond: TopHatPenguin
Contact:

Re: Maintenance Techs: What more could be done?

Post by TopHatPenguin » 18 Nov 2015, 19:43

Edgelord wrote: Is there any talk of an atmos overhaul? If there was a set up closer to the traditional SS13 one that would be great because we could optimize atmos to the best of our ability.
I feel like that should probably be a side object of optimizing atmos, and not a 'main' feature because it might deter even more people from playing MT and CE.

That's my opinion atleast.
Shit cm memes: Image
Image
Image
Image
That guy called Wooki.
Resident Santa.
(THP)

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Maintenance Techs: What more could be done?

Post by apophis775 » 18 Nov 2015, 20:13

Actually, I just started a project today, where I'm remapping the ENTIRE solace. I'm thinking of going a bit more of a look like a combination of these:

Image

Image

User avatar
Edgelord
Donor
Donor
Posts: 830
Joined: 21 Jul 2015, 12:52
Byond: Edgelord

Re: Maintenance Techs: What more could be done?

Post by Edgelord » 18 Nov 2015, 20:30

apophis775 wrote:Actually, I just started a project today, where I'm remapping the ENTIRE solace. I'm thinking of going a bit more of a look like a combination of these:

Image

Image
Very nice. I just hope you'll keep engineering in mind when you redesign it. An SS13 atmospherics chamber would make MT so much more interesting given the right tools. My favorite part about atmos in the regular maps is that it works perfectly fine, but can also be reworked to be much more effective. Make sure to add coolers!
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
Image

Post Reply